2008
DOI: 10.1145/1360612.1360690
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Real-time data driven deformation using kernel canonical correlation analysis

Abstract: Achieving intuitive control of animated surface deformation while observing a specific style is an important but challenging task in computer graphics. Solutions to this task can find many applications in data-driven skin animation, computer puppetry, and computer games. In this paper, we present an intuitive and powerful animation interface to simultaneously control the deformation of a large number of local regions on a deformable surface with a minimal number of control points. Our method learns suitable de… Show more

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Cited by 58 publications
(7 citation statements)
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“…Furthermore, an animator would need to learn to use the fitted bone structure in order to author new animations. Example-based skinning methods have been developed [Feng et al 2008;Mohr and Gleicher 2003;Mukai and Kuriyama 2016;Wang et al 2007] that uses the original skeleton from a character rig. These methods use training examples to learn a deformation model that can approximate mesh deformations given new skeleton poses not seen during model training.…”
Section: Related Workmentioning
confidence: 99%
“…Furthermore, an animator would need to learn to use the fitted bone structure in order to author new animations. Example-based skinning methods have been developed [Feng et al 2008;Mohr and Gleicher 2003;Mukai and Kuriyama 2016;Wang et al 2007] that uses the original skeleton from a character rig. These methods use training examples to learn a deformation model that can approximate mesh deformations given new skeleton poses not seen during model training.…”
Section: Related Workmentioning
confidence: 99%
“…In both cases, the mesh and its associated skeleton at rest are not sufficient, and further human intervention is required. An interesting discussion on examplebased deformation methods, can be found in [17]. In the next section, we discuss several volume preservation methods for skinned characters, which have been proposed to tackle the loss of volume artefact of linear skinning techniques.…”
Section: Example-based Skinning Methodsmentioning
confidence: 99%
“…Similarly, Le and Deng [2014] also finds a SSD representation of the deformation, but organized in a skeletal hierarchy for easier animation afterward. Feng et al [2008] learns a skinned mesh via SSD from example data in order to animate with control points. Because a bone-based deformation system is not the best way to represent facial deformations, these methods alone are not suitable for our purposes.…”
Section: Related Workmentioning
confidence: 99%